PUBLISHER: The Business Research Company | PRODUCT CODE: 2089987
PUBLISHER: The Business Research Company | PRODUCT CODE: 2089987
Gaming merchandise refers to licensed physical products derived from video games, gaming franchises, characters, and virtual gaming environments. These products are created to convert digital gaming experiences into tangible branded items that represent game aesthetics, storylines, and character identities. They are developed through intellectual property licensing and franchise-oriented design concepts to enhance fan engagement and extend gaming experiences beyond digital gameplay.
The primary product types of gaming merchandise include apparel and wearables, collectibles and figurines, accessories and lifestyle products, home decor and utility merchandise, and stationery and office merchandise. Apparel and wearables refer to gaming-themed clothing and wearable items designed to represent game characters, franchises, or esports identities. These products are categorized by licensing type including triple A game franchise licensed merchandise, esports team and league licensed merchandise, streamer and influencer branded merchandise, retro and classic game intellectual property merchandise, and other licensing types and by age groups such as children, teenagers and young adults, adult collectors, and other age groups. They are distributed through direct-to-consumer online stores, online marketplaces, offline retail stores, and other distribution channels, while the end-use includes casual gamers, core and hardcore gamers, esports fans, collectors and enthusiasts, and others.
Tariffs are impacting the gaming merchandise market by increasing the cost of imported apparel, collectibles, and licensed accessories, particularly those manufactured in low-cost production hubs. This is disrupting global supply chains for franchise-based merchandise and raising retail prices for consumers, especially in categories such as collectibles and figurines and apparel and wearables. Asia-Pacific manufacturing centers and export-oriented regions are most affected because of their dependence on cross-border production and licensing networks. However, tariffs are also encouraging regional manufacturing, localized licensing partnerships, and nearshoring of production facilities, which are improving supply chain resilience and enabling faster turnaround for limited-edition gaming merchandise.
The gaming merchandise market research report is one of a series of new reports from The Business Research Company that provides gaming merchandise market statistics, including gaming merchandise industry global market size, regional shares, competitors with a gaming merchandise market share, detailed gaming merchandise market segments, market trends and opportunities, and any further data you may need to thrive in the gaming merchandise industry. This gaming merchandise market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The gaming merchandise market size has grown strongly in recent years. It will grow from $67.54 billion in 2025 to $74.24 billion in 2026 at a compound annual growth rate (CAGR) of 9.9%. The growth in the historic period can be attributed to growth of global gaming community, increasing popularity of franchise-based video games, expansion of esports tournaments and fan culture, rising demand for character-based collectibles, growth of retail gaming merchandise distribution channels.
The gaming merchandise market size is expected to see rapid growth in the next few years. It will grow to $109.31 billion in 2030 at a compound annual growth rate (CAGR) of 10.2%. The growth in the forecast period can be attributed to expansion of metaverse-linked gaming ecosystems, increasing adoption of AI-driven personalized merchandise design, rising demand for sustainable gaming apparel and collectibles, growth of direct-to-consumer gaming brand platforms, increasing integration of digital and physical gaming experiences. Major trends in the forecast period include rise of character-driven collectible gaming merchandise demand, expansion of esports-themed branded apparel ecosystems, growing popularity of limited edition and rare gaming collectibles, increasing collaboration between streamers and gaming franchises for merchandise, personalization of gaming lifestyle accessories and decor products.
The explosive growth of esports is expected to propel the growth of the gaming merchandise market going forward. Esports refers to organized competitive video gaming where players and teams compete in tournaments for prizes and recognition. Esports is rising due to increasing global internet penetration, as wider access to high-speed internet enables more players and viewers to participate in online gaming and live-streamed competitive events. Gaming merchandise strengthens the esports ecosystem by enhancing fan engagement and brand loyalty through themed apparel, collectibles, and accessories that allow audiences to physically connect with their favorite teams, players, and tournaments. For instance, in June 2025, according to Esports News UK, a UK-based online publication providing daily updates on UK esports, revenues from UK games events and venues surged by 140% year-on-year, reaching £10.3 million in 2023 compared to £4.35 million in 2022. Therefore, the explosive growth of esports is driving the growth of the gaming merchandise market.
Leading companies operating in the gaming merchandise market are focusing on developing innovative solutions, such as a premium fan-focused design approach, to enhance fan engagement, strengthen brand loyalty, and deliver authentic, high-quality products that resonate with global gaming communities. A premium fan-focused design approach is a product development strategy that prioritizes high-quality, authentic, and detail-rich designs tailored specifically to the preferences and expectations of dedicated fans of a brand or franchise. For example, in November 2025, Fanattik Ltd. partnered with Activision Blizzard to launch a new range of officially licensed merchandise based on franchises including World of Warcraft, Diablo, Overwatch, and Hearthstone. It includes collectibles, home decor, gifts, and accessories tailored for gaming audiences worldwide. The range was introduced across Europe, North America, Japan, South Korea, Australasia, MENA, and China, enabling broad international reach and enhancing access to premium gaming merchandise for fans across multiple regions.
In July 2025, Veloce Media Group Limited, a UK-based digital media and sports entertainment company, acquired Quadrant Esports Ltd. for an undisclosed amount. Through this acquisition, Veloce Media aimed to strengthen its position in the motorsport, gaming, and creator-led content ecosystem by expanding its audience reach, enhancing its lifestyle and apparel offerings, and accelerating growth through the integration of Quadrant's community-driven brand and digital content capabilities into its broader media network. Quadrant Esports Ltd. is a UK-based digital media and lifestyle company specializing in gaming merchandise.
Major companies operating in the gaming merchandise market are Microsoft Corporation, Sony Group Corporation, Nintendo Co. Ltd., Bandai Namco Entertainment Inc., Valve Corporation, Roblox Corporation, Sega Corporation, Square Enix Holdings Co. Ltd., Ubisoft Entertainment SA, Capcom Co. Ltd., Funko Inc, CD Projekt S. A., Riot Games Inc., Jinx Inc., First 4 Figures Limited, Displate, Good Smile Company, Dark Horse Comics LLC, Numskull Designs Ltd, Gaming Heads Ltd., Merchoid Ltd
North America was the largest region in the gaming merchandise market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gaming merchandise market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the gaming merchandise market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The gaming merchandise market consists of sales of figurines, action figures, collectibles, posters, keychains, mugs, bags, toys, trading cards, replica weapons, gaming-themed accessories, and other licensed merchandise inspired by video game intellectual properties. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Gaming Merchandise Market Global Report 2026 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses gaming merchandise market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for gaming merchandise ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The gaming merchandise market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
Added Benefits available all on all list-price licence purchases, to be claimed at time of purchase. Customisations within report scope and limited to 20% of content and consultant support time limited to 8 hours.